Dec 6-7, 2019
Roanoke Airsoft Field
Reg will open End of Oct.
Non-Stop Criminal-Sim with Direct Action Missions trying to find or defend important parts of the Bootleggers operations
BootLeggers - Civilian Clothing or Hunting Camo (Jeans or solids - non-tan top or bottom, Flannel a Bonus)
Mod Hitmen - Green Camo and Multicam, Black - Top and Bottom
Head Must Not be Tan/Kacki Based
DO NOT HAVE RED ON - FOR STAFF and Dead
Unknown number of ATF in Base Tan Camo and Kacki. (Do not Wear Tan based clothes or Camos this unit is closed)
Do not have any Red Clothing or Equipment - Must have Red Rag to show Wounded/Death State.
GEAR COLOR DOES NOT MATTER just whats on your Head.
Wounded and Medic Rules
o A hit anywhere on body or gear is a hit
o Ricochets are not counted, (in doubt, call it)
o Friendly fire counts as a hit (BBs have no friends)
o Grenade casualty radius is 10’ - call it when in doubt
o Knife kills do not leave you wounded. You are dead
o The first hit or burst that hits you leaves you wounded
o Yell “HIT!”
o Go prone or take a knee
o Display your dead-rag or red dead-light
o You MAY crawl to cover (crawl… not walk… not run)
o You MAY point and talk
o You CAN NOT shoot or throw grenades
o If you avoid additional damage, capture, or player bang bang for 5 full minutes you can self heal
o back to respawn for 10 minutes if killed
o Once Dead - Dead Men dont talk
o You can Choose not to be wounded and just dead and go back to respawn for 15 minutes if you don't want to try to stay alive
Riflemen (semi) 1.55 Joules with .32s No MED
DMR (semi) 1.99 joules and under with .32 50 foot MED (has to have 18+ inch barrel)
(Limited Number)Sniper (bolt) 2.4 joules with .32 75 foot MED
(limited number)Support (Fullauto) 1.55 joules with .32 50 foot MED
SMG (Fullauto) 1.00 joules with .32 (has to be SMG round)
Please include the name/s of all players being registered.
Print your receipt and present it at registration desk as proof of payment.
Riflemen 600 rounds
Semi no MED
1.55 Joules with .32
DMR 150 rounds
semi 75 foot MED
1.99 Joules with .32
Sniper 150 rounds
Bolt only 100 foot MED
2.5 joules with .32
Shotguns 250 rounds
1.5 Joules with .32
Support weapons 1500 rounds
1.55 joules with .32
50 foot MED
Must be real world LMG
SMG class 800 rounds
1 joule with .32s
20 foot MED
Must be real world SMG (small round)
ROF no more than 25
Pistols 100 rounds doesn't count against other classes ammo no MED
No speedloaders on field or person except at Supply building or parking
I would suggest if you want to keep ammo of the field at Home Base area. Big a bag or box to store your extra ammo or speedloaders
Vehicles allowed with approval (transport and/or attack with shootable Gunner)
Event Dog tags for players and patches for command staff.
MAX Speed 5-10mph
50 foot MEDs.
No one within 10 feet of vehicle unless deployed from it.
Needs Dead Rags to show it's out.
Types of Vehicles
Can NOT be Shot with BBs.
Can Be taken out with Rockets over 30 feet away, Satchels, or landmines. Will not have gunners
Troops can dismount and load with a 10 foot buffer before getting hit or killed for safety of the Vehicle and players
Attack (Technical or Armor)
Allowed to have One Full Auto Gunner
Gunner has to be exposed and can be Shot with BBs. If gunner is killed must follow Wounded Rules but the Vehicle isn't taken out.
Rest of crew are allowed to dismount and protect Vehicle or Stop and switch Gunner to Gun position. No just shooting out of windows.
Can be taken out by Driving over Landmine with tire, Rocket Strike (30 foot med on strike), 203 rocket strike, or hit with Satchel (must be at least 10 feet away) (under hand throw)
BBs do not Kill Vehicles only Gunners if they have them
Each Vehicle is recommend but not required to have spotter looking for hits and players if possible
Satchels and Rockets MUST Hit Vehicle, NO splash damage.
Land Mines are not to be hidden and tire must run over them to count as disable.
Satchels must be recharged at FOB after every use
Rockets must be recharged at Spawn after every use
Landmines once smashed are done.
Only Vehicle Drivers can move them (but not destroy) but can be shot doing so.